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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 356 pages long: 1 40 80 120 160 200 ... 240 241 242 243 244 ... 280 320 356 · «PREV / NEXT»
bloodsucker
bloodsucker


Legendary Hero
posted October 30, 2014 11:54 AM

Salamandre said:
Well, I didn't see your script but I doubt you created the heaviest script around (so far, this is Sagamosa). I would be more inclined to believe that the amount of errors inside nuked it.

Anyway, the key is in the error message, it should give hints about.


You didn't understood, I wasn't saying that my code is heavy. As have several tricks that increase movement and several objects that trigger repetedly with space-bar it is possible that my heroes can perform more actions (in normal gameplay) then every one ever, therefore creating some new kind of overflow (like before WoG no one used to have armies desapearing when you move them from slot, because then numbers never were so big that they provoked an overflow that is now commum).
That my code is bugged I'm sure, I need to spend more time debugging and specially I have to try to correct every error, not find ways to surround it during the game and ignore the problem until it explodes in my hands.
But theses last days I've been more on "I want to play my map " mode then in "I HAVE to correct these bugs I've been finding when I'm playing". Did you succed with the Terrain-Mod?  

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Mister_kalu
Mister_kalu


Known Hero
posted October 30, 2014 08:49 PM

Salamandre may i ask you a favor ?

could you ask for an alternative to UN:R4/1; for redrawing town screen after build or set a hero with CA receiver in  town screen in http://wforum.heroes35.net/

i asked  in df2.ru but only one answered , and he doesn't knew how to doing that

i wanna upload one video more but this is the aspect that ruins my final idea

thank you

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bloodsucker
bloodsucker


Legendary Hero
posted October 31, 2014 02:56 AM
Edited by bloodsucker at 04:34, 31 Oct 2014.

I found out what the crash is about. Is because I use HE:G = HE:W to dig for grail first day and then build it. You can in fact dig for it but if you build it game doesn't load anymore.

Also, my Angel to Supreme Archangel second henchman still upgrades to Arrow Towers. I've been blaming my code for Change Terrain or new Emerald Tower for this but even if I have made some progress over it the problem persists. Now I think I maybe looking in the wrong direction. Do you know if when we capture a level 8 dwelling some fantom dwelling is built in town? It can be because of that or because players level 7 dwelling (at least Castle, I never played TDS with the other factions but I presume I was the same) is of traditional level 7 upgraded and level 8.
Then when I moved the angels and archangels to Stronghold I did nothin to Supremes (except turn them neutral).

Did you ever give it a try to what I reported about the Palace of Dreams index for the "Spells to cast after attacks" page?
I'm starting to associate the problem with the bug one gets if simply copy pastes the code from one of the weekly Emerald Towers (ToP, TDS) to WoG/ERA. These problems are related to the Wog Options indexes and variables, the same code that functions perfectly inside his original mod has strange behaviours on others. I would like to understand how this happens but (for now) I don't.

Plus, I decided to get my hands dirty and I started the new powerup tower to substitute the one time Emerald Towers. I've decided for the Palace of Dreams kind of payment, same price including every resource for any change but a lot cheaper. I'm still in doubt if I use mithrill or just increase normal resources for special habilities. It's not complete (lacks shoots, increase number of spells, growth and special habilities) and needs some more testing but I'll post it here in case you want to take a look. I will repost the final code when ready.

Code for PowerUps Tower
------------------------
ZVSE

*#UN&v1=1:B0/1; [Enable Mithril]

!?OB63/34&1000;
!!IF:M^At this power up you can increase your creatures basic stats by a modest fee in resources.^;

!!OW:R-1/0/?y-1;   Check for resources
!!OW:R-1/1/?y-2;
!!OW:R-1/2/?y-3;
!!OW:R-1/3/?y-4;
!!OW:R-1/4/?y-5;
!!OW:R-1/5/?y-6;
*!OW:R-1/7/?v7018;
!!VRz10|y-1<5/y-2<5/y-3<5/y-4<5/y-5<5/y-6<5:S^Not enough resources!^;
!!IF|y-1<5/y-2<3/y-3<5/y-4<3/y-5<3/y-6<3:D5/10;
!!IF|y-1<5/y-2<3/y-3<5/y-4<3/y-5<3/y-6<3:E1/5;
!!FU28713&y-1>=5/y-2>=3/y-3>=5/y-4>=3/y-5>=3/y-6>=3:P;

!?FU28712;     Create a list of the creatures present in the hero's army
!!HE-1:C0/x16/?y1/?y2;
!!UN&x16=0/y1>-1:N3/1/y1/0;
!!UN&x16=1/y1>-1:N3/2/y1/0;
!!UN&x16=2/y1>-1:N3/3/y1/0;
!!UN&x16=3/y1>-1:N3/4/y1/0;
!!UN&x16=4/y1>-1:N3/5/y1/0;
!!UN&x16=5/y1>-1:N3/6/y1/0;
!!UN&x16=6/y1>-1:N3/7/y1/0;

!?FU28713;     Present the list for chosing a creature
!!VRz1:S^^;
!!VRz2:S^^;
!!VRz3:S^^;
!!VRz4:S^^;
!!VRz5:S^^;
!!VRz6:S^^;
!!VRz7:S^^;
!!VRz8:S^Select the creature which you want to modify:^;
!!VRz9:S^Exit^;
!!DO28712/0/6/1:P;
!!IF:G1/6111/256/8/1/2/3/4/5/6/7/9;
***
!!FU28713&v6111=128:E;
***
!!VRy3&v6111=1:S0;
!!VRy3&v6111=2:S1;
!!VRy3&v6111=4:S2;
!!VRy3&v6111=8:S3;
!!VRy3&v6111=16:S4;
!!VRy3&v6111=32:S5;
!!VRy3&v6111=64:S6;
!!HE-1&v6111<128:C0/y3/?v6114/?y2;
!!FU28714&v6111<128:P;

!?FU28714;    Present a list of Skills to chose an improvement
!!VRz31:S^Attack^;
!!VRz32:S^Defense^;
!!VRz33:S^Damage^;
!!VRz34:S^Health^;
!!VRz35:S^Speed^;

!!VRz38:S^Exit^;
!!VRz39:S^Choose the skill you want to improve^;
!!IF:G1/6112/64/39/31/32/33/34/35/38;
***
!!FU28714&v6112=32:E;  [this value has to increase when new options are added]
***

!!if&v6112=1:;   [Attack bonus]
  !!MA:Av6114/d5;
!!en:;
!!if&v6112=2:;  [Defense bonus]
  !!MA:Dv6114/d5;
!!en:;
!!if&v6112=4:;  [Damage  bonus]
  !!MA:Ev6114/?y1;   check max damage
  !!VRy2:Sy1 :4;   get 25%
  !!VRy2&y2<3:S3;  if result less then 3 then set to 3
  !!MA:Ev6114/dy2;   give bonus

  !!MA:Mv6114/?y1;   check min damage
  !!VRy2:Sy1 :4;   get 25%
  !!VRy2&y2<3:S3;  if result less then 3 then set to 3
  !!MA:Mv6114/dy2;   give bonus
!!en:;
!!if&v6112=8:;  [Health  bonus]
  !!MA:Pv6114/?y1;   check health
  !!VRy2:Sy1 :4;   get 25%
  !!VRy2&y2<5:S5;  if result less then 5 then set to 5
  !!MA:Pv6114/dy2;   give bonus
!!en:;
!!if&v6112=16:; [Speed  bonus]
  !!MA:Sv6114/?y1;   check speed
  !!VRy2:Sy1 :4;   get 25%
  !!VRy2&y2<1:S1;  if result less then 1 then set to 1
  !!MA:Sv6114/dy2;   give bonus
!!en:;

!!IF&v6112<32:M^Done!^;   ** 32 Exit
!!FU28721&v6112<32:P;

!?FU28721;        Remove resources for payment
!!OW:R-1/0/d-5;
!!OW:R-1/1/d-3;
!!OW:R-1/2/d-5;
!!OW:R-1/3/d-3;
!!OW:R-1/4/d-3;
!!OW:R-1/5/d-3;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 31, 2014 05:35 AM

@Kalu,

Algor is from wforums35 too, so if he told you there is no way, he will answer same if I ask there. I had same problem in my conquistador mod, asked, no one knew. Of course, if one of the few people (they are 2-3 to be able)skilled hex editing looked into, after hours of work they MAY find some UN:C code, but this takes hours of work.

So go and ask.

@Bloodsucker

It looks to me you are aiming for major ownage in Heroes, using all that can be considered as cheat. IMO, if you go that way, you will lose any interest and fast, because no game can survive to cheating. I can't help much, those codes you choose to tweak are complicated and require much time to check. Because in erm, one single error at line 2 and then your 18ooo lines scripts is gone.

Dig grail day one, seriously? Put it in the town using editor then, what is the difference?

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bloodsucker
bloodsucker


Legendary Hero
posted October 31, 2014 08:34 AM
Edited by bloodsucker at 08:41, 31 Oct 2014.

Salamandre said:


@Bloodsucker

It looks to me you are aiming for major ownage in Heroes, using all that can be considered as cheat. IMO, if you go that way, you will lose any interest and fast, because no game can survive to cheating.

Dig grail day one, seriously? Put it in the town using editor then, what is the difference?



Well, interest in the game I maybe end up losing it, yet I've learned tons of tecnics since I entered the community and specially from whatching coutless hours of game streaming and, while I'm a much better player, I was getting bored of playing with some elves and centaurs and strugling for weeks just to get a pack of angels. I'm still far from what I see in Twitch but I'm 10 times better then I was three years ago when I first came to this place. I can win with ease at 160% in SoD and with a little help can face BAI at lower levels.
But what is happening right now, like was 3 years ago when I discovered WoG and his potential for cheating, is that my great pleasure is imagining the dirtyest trick for next time.

I've gave thousands of level 5 and 6 and 500 level 8 creatures for each town to all my enemies but when I digged for grail last time I had managed to transform 1 SA, 12 MGs and 8 Enchanters in 2500 SAs, 20 000 MGs and 8000 Enchanters (excluding what I had in the other 7 heroes) with the most extreme increments to stats and I was enjoing every moment of this. Maybe I can't end up with a hard-knocks fight, cause I've created a too empowering mechanic but for sure I'm loving the process.


This is the new code for the PowerUps Tower, if you want to take a look... (It is still far from perfect but I think I've done some progresses over the last month)
-----------

ZVSE

*#UN&v1=1:B0/1; [Enable Mithril]

!?OB63/34&1000;
!!IF:M^At this power up you can increase your creatures basic stats by a modest fee in resources.^;

!!OW:R-1/0/?y-1;   Check for resources
!!OW:R-1/1/?y-2;
!!OW:R-1/2/?y-3;
!!OW:R-1/3/?y-4;
!!OW:R-1/4/?y-5;
!!OW:R-1/5/?y-6;
*!OW:R-1/7/?v6119;
!!VRz10|y-1<5/y-2<5/y-3<5/y-4<5/y-5<5/y-6<5:S^Not enough resources!^;
!!IF|y-1<5/y-2<3/y-3<5/y-4<3/y-5<3/y-6<3:D5/10;
!!IF|y-1<5/y-2<3/y-3<5/y-4<3/y-5<3/y-6<3:E1/5;
!!FU28713&y-1>=5/y-2>=3/y-3>=5/y-4>=3/y-5>=3/y-6>=3:P;

!?FU28712;     Create a list of the creatures present in the hero's army
!!HE-1:C0/x16/?y1/?y2;
!!UN&x16=0/y1>-1:N3/1/y1/0;
!!UN&x16=1/y1>-1:N3/2/y1/0;
!!UN&x16=2/y1>-1:N3/3/y1/0;
!!UN&x16=3/y1>-1:N3/4/y1/0;
!!UN&x16=4/y1>-1:N3/5/y1/0;
!!UN&x16=5/y1>-1:N3/6/y1/0;
!!UN&x16=6/y1>-1:N3/7/y1/0;

!?FU28713;     Present the list for chosing a creature
!!VRz1:S^^;
!!VRz2:S^^;
!!VRz3:S^^;
!!VRz4:S^^;
!!VRz5:S^^;
!!VRz6:S^^;
!!VRz7:S^^;
!!VRz8:S^Select the creature which you want to modify:^;
!!VRz9:S^Exit^;
!!DO28712/0/6/1:P;
!!IF:G1/6111/256/8/1/2/3/4/5/6/7/9;

!!FU28713&v6111=128:E;

!!VRy3&v6111=1:S0;
!!VRy3&v6111=2:S1;
!!VRy3&v6111=4:S2;
!!VRy3&v6111=8:S3;
!!VRy3&v6111=16:S4;
!!VRy3&v6111=32:S5;
!!VRy3&v6111=64:S6;
!!HE-1&v6111<128:C0/y3/?v6114/?y2;
!!FU28714&v6111<128:P;

!?FU28714;    Present a list of Skills to chose an improvement
!!VRz31:S^Attack^;
!!VRz32:S^Defense^;
!!VRz33:S^Damage^;
!!VRz34:S^Health^;
!!VRz35:S^Speed^;

!!MA:Nv6114/?y4;    number of shots
!!if&y4<>0;
  !!VRz36:S^48 Shots^;
!!en:;

!!MABv6114/?y5;
!!if&y5<>0;
  !!VRz36:S^One extra cast (costs an extra 3 of mithril)^;
!!en:;

!!VRz37:S^A new special hability (costs an extra 5 of mithril)^;

!!VRz38:S^Exit^;
!!VRz39:S^Choose the skill you want to improve^;
!!IF:G1/6112/128/39/31/32/33/34/35/36/37/38;

!!FU28714&v6112=256:E;

!!if&v6112=1:;   [Attack bonus]
  !!MA:Av6114/d5;
!!en:;
!!if&v6112=2:;  [Defense bonus]
  !!MA:Dv6114/d5;
!!en:;
!!if&v6112=4:;  [Damage  bonus]
  !!MA:Ev6114/?y1;   check max damage
  !!VRy2:Sy1 :4;   get 25%
  !!VRy2&y2<3:S3;  if result less then 3 then set to 3
  !!MA:Ev6114/dy2;   give bonus

  !!MA:Mv6114/?y1;   check min damage
  !!VRy2:Sy1 :4;   get 25%
  !!VRy2&y2<3:S3;  if result less then 3 then set to 3
  !!MA:Mv6114/dy2;   give bonus
!!en:;
!!if&v6112=8:;  [Health  bonus]
  !!MA:Pv6114/?y1;   check health
  !!VRy2:Sy1 :4;   get 25%
  !!VRy2&y2<5:S5;  if result less then 5 then set to 5
  !!MA:Pv6114/dy2;   give bonus
!!en:;
!!if&v6112=16:; [Speed  bonus]
  !!MA:Sv6114/?y1;   check speed
  !!VRy2:Sy1 :4;   get 25%
  !!VRy2&y2<1:S1;  if result less then 1 then set to 1
  !!MA:Sv6114/dy2;   give bonus
!!en:;

!!if&v6112=32:;   [Shots bonus]
  !!MA:Nv6114/48;
!!en:;

!!if&v6112=64:;   [Spell casting bonus]
  *!if v6119<3:;
     *!IF:M^Not enouch mithril^;
     *!FU28714:E;
  *!en:;
  !!MA:Bv6114/d1;
!!en:;

!!if&v6112=128:; [Special Habilities]
  *!if v6119<5:;
     *!IF:M^Not enouch mithril^;
     *!FU28714:E;
  *!en:;
  !!FU28715;
!!en:;

!!IF&v6112<256:M^Done!^;
!!FU28711&v6112<256:P;

!?FU28715;

!!VRz41:S^Fly^;
!!VRz42:S^Dragon Breath^;
!!VRz43:S^No Moral^;
!!VRz44:S^Two Attacks^;
!!VRz45:S^Attack All Around^;
!!VRz46:S^No Retaliation^;
!!VRz47:S^Immune to Mind Spells^;
!!VRz48:S^Immune to Fire Spells^;
!!VRz49:S^No Close Combat Penalty^;

!!VRz50:S^Exit^;
!!VRz40:S^Choose the skill you want to improve^;
!!IF:G1/6115/128/40/41/42/43/44/45/46/47/48/49/50;

!!FU28715&v6115=512:E;

!!VRy2&v6115=1:S2;       [Fly: y2]
!!VRy2&v6115=2:S8;       [Extended Attack: y2]
!!VRy2&v6115=4:S131072;  [Unaffected by Morale: y2]
!!VRy2&v6115=8:S32768;   [Two Attacks: y2]
!!VRy2&v6115=16:S524288;  [Attack All Adjacent: y2]
!!VRy2&v6115=32:S65536;   [No Retaliation: y2]
!!VRy2&v6115=64:S1024;    [Immunity to Mind Spells: y2]
!!VRy2&v6115=128:S16384;   [Immunity to Fire Spells: y2]
!!VRy2&v6115=256:S4096;   [No Close Combat Penalty: y2]

!!MA:Xv6114/?y1; [Read Creature Flags: y1]
!!VRy1:|y2; [OR Creature Flags (y1) with Special Ability bit (y2): y1]
!!MA:Xv6114/y1; [Set updated Creature Flags: y1]

*!OW:R-1/7/d-5;

!?FU28711;        Remove resources for payment
!!OW:R-1/0/d-5;
!!OW:R-1/1/d-3;
!!OW:R-1/2/d-5;
!!OW:R-1/3/d-3;
!!OW:R-1/4/d-3;
!!OW:R-1/5/d-3;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 31, 2014 08:37 AM

Well, tell me why is not perfect (what error message you get) so I know where to look.

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bloodsucker
bloodsucker


Legendary Hero
posted October 31, 2014 09:01 AM

Salamandre said:
Well, tell me why is not perfect (what error message you get) so I know where to look.


I've just finnished it, almost no tests yet but the special habilities gave me a "not enouch mithril" when I have tons of it and the code is exactly like the one on "Extra Casts" and that seems to work right. Again I would have to make a battle where I needed to cast more then three spells with MGs and two resurrections with SA to be sure, plus they already start with all habilities so I need other creatures to test.

But one thing I notice is that the first time I go for Enchanters I have the right option "48 shots" but after I chose one of the other creatures (who have special casts) it shows the extra casts instead.

But the truth is it needs more testing and I have to go right now. I will continue tests later and then I will rebuild the entire Palace of Dreams with options to casts BEFORE attack and a page for summoning creatures.

On another subject, if I'm not mistaken some of the definitions in TEW4 are the same as in Alexander, did you reused some of the codes from map to map? I'm going to start defining enemies after Palace or maybe I go for banks and Battle with increased experience and some battlefields, like in your tutorial.
To you know in wich script did Woodmelon coded the Battles against Fiona? They could give some leading for this. I will look for 300 battles too.

Thank you for your time.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 31, 2014 09:11 AM

bloodsucker said:
the special habilities gave me a "not enouch mithril" when I have tons of it


Sure they give. You coded:

Quote:
!!if&v6112=128:; [Special Habilities]
 !!if v6119<5:;
    !!IF:M^Not enouch mithril^;


if v6119 is not valid syntax (lacks & condition). So the following message: "Not enough mithril" will be always displayed. The correct script:

!!if&v6112=128:; [Special Habilities]
 !!if&v6119<5:;
    !!IF:M^Not enouch mithril^;
____________
Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted October 31, 2014 10:21 AM
Edited by bloodsucker at 10:58, 31 Oct 2014.

Salamandre said:


!!if&v6112=128:; [Special Habilities]
 !!if&v6119<5:;
    !!IF:M^Not enouch mithril^;



Well, I corrected the typo and now it says "Done" instead of showing the next screen...

I'm going to try to find out where I went wrong but I'm starting to feel the tireness, as usual I coded during the night and now I need to sleep for a few hours.

I'll came back as soon as humanly possible cause I'm curious to see this working ;)

This part of the code is a mess, I've lost track of some variables, namely to stop the program and unselect the buttons. I need to redo it when I'm less tired, right nw I can't think straight.
IT is better if you forget I've already posted this, I will try harder later.
Thank you for the tip.

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Siegfried
Siegfried


Famous Hero
posted October 31, 2014 01:37 PM

Hi,

is there a possibility to delete a specific object at position x/y? F.ex. if there is a terrain overlay, a dwelling and rain, would it be possible to delete the overlay or the rain, but not the dwelling?
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 31, 2014 01:55 PM

You can delete objects by type search. But so far only visitable objects will be identified, if object has no yellow square, search will return 0 found,  I think. Beside, rain is decorative object.

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Siegfried
Siegfried


Famous Hero
posted October 31, 2014 02:53 PM

What a pity. So i have to forget about these ideas. Thanks nevertheless.
____________

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bloodsucker
bloodsucker


Legendary Hero
posted October 31, 2014 06:11 PM
Edited by bloodsucker at 20:36, 31 Oct 2014.

Well, my new PowerUps Tower still needs some work (make the list of creatures not to show repeated names, refresh some options ann, most important them all, not show the special habilities the selected creature already has) but I think every thing is functionning now. Still needs more testing and the hard part, testing in real battles to see if the habilities are really there and how they work.
I sometimes have a strange problem with the Master Genies; the Attack All Around goes too literal and they also attack my summoned SAs. I think it can be related to the Berserker hability, they cast it on them as long as in the target. I'm not sure if it is how it was supposed to work but I think is how it works with the Darkness Dragons, only they are immune to magic so we only see it if we have the black orb.

Here, the new code:
----------------------
ZVSE

!#UN&v1=1:B0/1; [Enable Mithril]

!?OB63/34&1000;
!!IF:M^At this power up you can increase your creatures basic stats by a modest fee in resources.^;

!!OW:R-1/0/?y-1;   Check for resources
!!OW:R-1/1/?y-2;
!!OW:R-1/2/?y-3;
!!OW:R-1/3/?y-4;
!!OW:R-1/4/?y-5;
!!OW:R-1/5/?y-6;
!!OW:R-1/7/?v6119;
!!VRz10|y-1<5/y-2<5/y-3<5/y-4<5/y-5<5/y-6<5:S^Not enough resources!^;
!!IF|y-1<5/y-2<3/y-3<5/y-4<3/y-5<3/y-6<3:D5/10;
!!IF|y-1<5/y-2<3/y-3<5/y-4<3/y-5<3/y-6<3:E1/5;
!!FU28713&y-1>=5/y-2>=3/y-3>=5/y-4>=3/y-5>=3/y-6>=3:P;

!?FU28712;     Create a list of the creatures present in the hero's army
!!HE-1:C0/x16/?y1/?y2;
!!UN&x16=0/y1>-1:N3/1/y1/0;
!!UN&x16=1/y1>-1:N3/2/y1/0;
!!UN&x16=2/y1>-1:N3/3/y1/0;
!!UN&x16=3/y1>-1:N3/4/y1/0;
!!UN&x16=4/y1>-1:N3/5/y1/0;
!!UN&x16=5/y1>-1:N3/6/y1/0;
!!UN&x16=6/y1>-1:N3/7/y1/0;

!?FU28713;     Present the list for chosing a creature
!!VRz1:S^^;
!!VRz2:S^^;
!!VRz3:S^^;
!!VRz4:S^^;
!!VRz5:S^^;
!!VRz6:S^^;
!!VRz7:S^^;
!!VRz8:S^Select the creature which you want to modify:^;
!!VRz9:S^Exit^;
!!DO28712/0/6/1:P;
!!IF:G1/6111/0/8/1/2/3/4/5/6/7/9;

!!FU28713&v6111=128:E;

!!VRy3&v6111=1:S0;
!!VRy3&v6111=2:S1;
!!VRy3&v6111=4:S2;
!!VRy3&v6111=8:S3;
!!VRy3&v6111=16:S4;
!!VRy3&v6111=32:S5;
!!VRy3&v6111=64:S6;
!!HE-1&v6111<128:C0/y3/?v6114/?y2;
!!FU28714&v6111<128:P;

!?FU28714;    Present a list of Skills to chose an improvement
!!VRz31:S^Attack^;
!!VRz32:S^Defense^;
!!VRz33:S^Damage^;
!!VRz34:S^Health^;
!!VRz35:S^Speed^;

!!MA:Nv6114/?y4;    number of shots
!!if&y4>0/y4<48;
 !!VRz36:S^48 Shots^;
!!en:;

!!MABv6114/?y5;
!!if&y5>0;
 !!VRz37:S^One extra cast (costs an extra 3 of mithril)^;
!!en:;

!!VRz38:S^A new special hability (costs an extra 5 of mithril)^;

!!VRz39:S^Exit^;
!!VRz20:S^Choose the skill you want to improve^;
!!IF:G1/6112/0/20/31/32/33/34/35/36/37/38/39;

!!FU28714&v6112=256:E;

!!if&v6112=1:;   [Attack bonus]
 !!MA:Av6114/d5;
!!en:;
!!if&v6112=2:;  [Defense bonus]
 !!MA:Dv6114/d5;
!!en:;
!!if&v6112=4:;  [Damage  bonus]
 !!MA:Ev6114/?y1;   check max damage
 !!VRy2:Sy1 :4;   get 25%
 !!VRy2&y2<3:S3;  if result less then 3 then set to 3
 !!MA:Ev6114/dy2;   give bonus

 !!MA:Mv6114/?y1;   check min damage
 !!VRy2:Sy1 :4;   get 25%
 !!VRy2&y2<3:S3;  if result less then 3 then set to 3
 !!MA:Mv6114/dy2;   give bonus
!!en:;
!!if&v6112=8:;  [Health  bonus]
 !!MA:Pv6114/?y1;   check health
 !!VRy2:Sy1 :4;   get 25%
 !!VRy2&y2<5:S5;  if result less then 5 then set to 5
 !!MA:Pv6114/dy2;   give bonus
!!en:;
!!if&v6112=16:; [Speed  bonus]
 !!MA:Sv6114/?y1;   check speed
 !!VRy2:Sy1 :4;   get 25%
 !!VRy2&y2<1:S1;  if result less then 1 then set to 1
 !!MA:Sv6114/dy2;   give bonus
!!en:;

!!if&v6112=32:;   [Shots bonus]
 !!MA:Nv6114/48;
!!en:;

!!if&v6112=64:;   [Spell casting bonus]
 !!if&v6119<3:;
    !!IF:M^Not enouch mithril^;
    !!FU28714:E;
 !!en:;
 !!MA:Bv6114/d1;
!!en:;

!!if&v6112=128:; [Special Habilities]
 !!if&v6119<5:;
    !!IF:M^Not enouch mithril^;
    !!FU28714:E;
 !!en:;
 !!FU28715:P;
!!en:;

!!IF&v6112<256:M^Done!^;
!!FU28711&v6112<256:P;

!?FU28715;

!!VRz41:S^Fly^;
!!VRz42:S^Dragon Breath^;
!!VRz43:S^No Moral^;
!!VRz44:S^Two Attacks^;
!!VRz45:S^Attack All Around^;
!!VRz46:S^No Retaliation^;
!!VRz47:S^Immune to Mind Spells^;
!!VRz48:S^Immune to Fire Spells^;
!!VRz49:S^No Close Combat Penalty^;

!!VRz50:S^Exit^;
!!VRz40:S^Choose the hability you want to add^;
!!IF:G1/6115/0/40/41/42/43/44/45/46/47/48/49/50;

!!FU28715&v6115=512:E;

!!VRy2&v6115=1:S2;       [Fly: y2]
!!VRy2&v6115=2:S8;       [Extended Attack: y2]
!!VRy2&v6115=4:S131072;  [Unaffected by Morale: y2]
!!VRy2&v6115=8:S32768;   [Two Attacks: y2]
!!VRy2&v6115=16:S524288;  [Attack All Adjacent: y2]
!!VRy2&v6115=32:S65536;   [No Retaliation: y2]
!!VRy2&v6115=64:S1024;    [Immunity to Mind Spells: y2]
!!VRy2&v6115=128:S16384;   [Immunity to Fire Spells: y2]
!!VRy2&v6115=256:S4096;   [No Close Combat Penalty: y2]

!!MA:Xv6114/?y1; [Read Creature Flags: y1]
!!VRy1:|y2; [OR Creature Flags (y1) with Special Ability bit (y2): y1]
!!MA:Xv6114/y1; [Set updated Creature Flags: y1]

!!OW:R-1/7/d-5;

!?FU28711;        Remove resources for payment
!!OW:R-1/0/d-5;
!!OW:R-1/1/d-3;
!!OW:R-1/2/d-5;
!!OW:R-1/3/d-3;
!!OW:R-1/4/d-3;
!!OW:R-1/5/d-3;

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bloodsucker
bloodsucker


Legendary Hero
posted October 31, 2014 08:48 PM

From your tutorial on making creatures defs;

!?PI;
!!EA136:B5/0/////////////;
!!EA136:B6/0/////////////;
!!EA136:B7/0/////////////;
!!EA136:B8/0/////////////;
!!EA136:B9/0/////////////;
!!EA136:B10/0/////////////;
!!EA136:B11/0/////////////;
!!EA136:B12/0/////////////;

On TOW4 on the other hand it reads,

!!EAx16:B6/0/////////////; remove all abilities
!!EAx16:B7/0/////////////;
!!EAx16:B8/0/////////////;
!!EAx16:B9/0/////////////;
!!EAx16:B10/0/////////////;
!!EAx16:B11/0/////////////;
!!EAx16:B12/0/////////////;
!!EAx16:B13/0/////////////;
!!EA133:B13/0/////////////;

I know the first Bs are used by the EA bonus to Attack, Defense, etc but are they four or five? What is better or is it indiferent?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 31, 2014 09:23 PM

Use B6-B13 for abilities. B1-B5 are for regular skills (attack, defense, shoots, speed, damage) and should not be touched.

Don't follow any code I made more than 2 years ago, usually they are crap.
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Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted October 31, 2014 10:20 PM

Salamandre said:
Use B6-B13 for abilities. B1-B5 are for regular skills (attack, defense, shoots, speed, damage) and should not be touched.

Don't follow any code I made more than 2 years ago, usually they are crap.


Shouldn't you update those tutorials? After all reading them is the most "by the book" aproach to learning ERM.
You are an excellent teacher BTW.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 31, 2014 10:36 PM

HC policy does not allow updating older than 1 year links. So I have to contact moderator, tell him exactly what to put in, I am too lazy to do it that way.
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bbvsdd2
bbvsdd2

Tavern Dweller
posted November 01, 2014 08:10 PM

Sort of an unrelated topic,

is it possible to use ERM to trigger any gif animation while in-Battle? I know this could be done in a dialogbox while in the adventure map but what about in-battle? It would be ideal if this gif can be positioned onto a creature stack.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 01, 2014 08:35 PM

Short answer: No.

But could be done probably (not tested) via redirect defs, replace some spell animation, then use it in battle with BM:V command. Not guaranteed still.

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bbvsdd2
bbvsdd2

Tavern Dweller
posted November 01, 2014 08:51 PM

What's an indirect def? I know how to use BM:V command, but I don't want to replace any spell animation such that when the actual spell is used we have some replaced animation that doesn't make sense. Can you just put a .def name as a parameter of BM:V?

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